Continued

This commit is contained in:
2026-06-04 00:06:18 -07:00
parent 8e9b4412ce
commit 5c11ff4fad
42 changed files with 1287 additions and 29 deletions
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using ProjectM.Simulation;
using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.Mathematics;
using Unity.NetCode;
using Unity.Transforms;
namespace ProjectM.Server
{
/// <summary>
/// Server-only turret fire (hitscan) — EnemyAISystem reversed. Snapshots living Husks once (entity, planar
/// pos, region); each turret picks the nearest Husk in ITS region within Range and, on a NetworkTick
/// cooldown stored in <see cref="PlacedStructure.NextTick"/>, appends a direct <c>DamageEvent</c>
/// (SourceNetworkId=-1) to it. Reuses HealthApplyDamageSystem (already destroys EnemyTag at HP&lt;=0) — no
/// projectile, no tunnelling, no friendly-fire. Plain server SimulationSystemGroup
/// <c>[UpdateAfter(PredictedSimulationSystemGroup)]</c> (the predicted group is OrderFirst → UpdateBefore is
/// ignored); the appended DamageEvent drains next tick (~16ms), consistent with EnemyAISystem. Self-gates:
/// Husks only exist during the Defend wave.
/// </summary>
[BurstCompile]
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
[UpdateInGroup(typeof(SimulationSystemGroup))]
[UpdateAfter(typeof(PredictedSimulationSystemGroup))]
public partial struct TurretFireSystem : ISystem
{
[BurstCompile]
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate<NetworkTime>();
state.RequireForUpdate(state.GetEntityQuery(ComponentType.ReadOnly<Turret>()));
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var serverTick = SystemAPI.GetSingleton<NetworkTime>().ServerTick;
if (!serverTick.IsValid)
return;
uint now = serverTick.TickIndexForValidTick;
var huskEntities = new NativeList<Entity>(Allocator.Temp);
var huskPos = new NativeList<float2>(Allocator.Temp);
var huskRegion = new NativeList<byte>(Allocator.Temp);
foreach (var (xform, health, region, e) in
SystemAPI.Query<RefRO<LocalTransform>, RefRO<Health>, RefRO<RegionTag>>()
.WithAll<EnemyTag>().WithEntityAccess())
{
if (health.ValueRO.Current <= 0f)
continue;
huskEntities.Add(e);
huskPos.Add(xform.ValueRO.Position.xz);
huskRegion.Add(region.ValueRO.Region);
}
if (huskEntities.Length == 0)
{
huskEntities.Dispose(); huskPos.Dispose(); huskRegion.Dispose();
return;
}
var ecb = new EntityCommandBuffer(Allocator.Temp);
foreach (var (ps, turret, xform, region) in
SystemAPI.Query<RefRW<PlacedStructure>, RefRO<Turret>, RefRO<LocalTransform>, RefRO<RegionTag>>())
{
uint nextRaw = ps.ValueRO.NextTick;
if (nextRaw != 0)
{
var nextTick = new NetworkTick(nextRaw);
if (nextTick.IsValid && nextTick.IsNewerThan(serverTick))
continue; // still cooling down
}
float2 tp = xform.ValueRO.Position.xz;
byte treg = region.ValueRO.Region;
float rangeSq = turret.ValueRO.Range * turret.ValueRO.Range;
int best = -1;
float bestSq = float.MaxValue;
for (int i = 0; i < huskEntities.Length; i++)
{
if (huskRegion[i] != treg)
continue;
float sq = math.distancesq(huskPos[i], tp);
if (sq <= rangeSq && sq < bestSq)
{
bestSq = sq;
best = i;
}
}
if (best >= 0)
{
ecb.AppendToBuffer(huskEntities[best], new DamageEvent
{
Amount = turret.ValueRO.Damage,
SourceNetworkId = -1,
});
uint cd = (uint)math.max(1, turret.ValueRO.CooldownTicks);
ps.ValueRW.NextTick = TickUtil.NonZero(now + cd);
}
}
ecb.Playback(state.EntityManager);
ecb.Dispose();
huskEntities.Dispose(); huskPos.Dispose(); huskRegion.Dispose();
}
}
}